Attaching skeleton to multiple mesh character

Im using method 1, modular characters and armor that share the same Body-frame bones. (And Set Master pose node in CharBP > so child meshes use Parent’s animation.)

But now I want to add different [child/addon] Hair bones that attach to the final Head bone.
Meaning I want to import a Rig, Body mesh, Head mesh, and Hair Mesh/hair bone set 1.
Then import the same Rig, Body, Head, and Hair Mesh/bone set 2 - so they still share the same anims.

Can you please direct me: what this is called? Child bones? (Idk what it’s called, thus not getting good search results.) Thanks.

And how to import it?

  • How to import the first Main-body frame-bones (that will link to animBP/anims).
  • But then import a new SK that has slight differences to the Hair bones that are at the End of the Head hierarchy, thus body anims are not affected. Yet at Import do I select the prior Main-body Skeleton? Or do I create a new skeleton and [assign it as a child of the first somehow]? (Ive seen this done in an asset I bought, but dont know how.)

Im using Kawaii physics. Thus I need hair bones to get the wiggle.
But I need body bones attached the the [joined body + Head + hair mesh import], or else the Hair bones will not have a body-bone reference to prevent hair from sinking into the body mesh: